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Kerbal space program has been around for a while and there is still no official online multiplayer? Why? This feature is screaming to be added. For example an online sandbox mode where you can play with friends. Not only would this allow current players to enjoy this great game even more, it would generate the company more money. More people would be asking their friends to buy the game so that they can play online with them. So what is up with this?

We know everybody likes to start a new thread with his/her own excited opinion on announcements like this. But when each person starts his/her own feedback thread, forum traffic gets hectic and there tends to be a great deal of discussion repeated and scattered among mutliple threads. So for the next few days we will be merging most opinions, discussions, and questions about this subject into this master thread.
Thank you for your understanding and patience.

I just wrote a procedural galaxy generation app for Kopernicus. I am currently in the stage of expanding it to accommodate all the different major kinds of stars and a few minor ones.
The program is functional and is currently being expanded.
Full Imgur album here!
My Co-Developer @seanth has largely taken over development. He's done awesome work already. You can thank him for the vast improvements TBG has received over the last few releases. And there is more to come! I'm still here though, and I've got plans
Maximum recommended galaxy size: 200 stars. (KSP 64-Bit)
THIS ALGORITHM SUPPORTS (OR WILL SUPPORT)
Supports:
-LoadingTipsPlus- By @JPLRepo
Will Support:
-Scatterer - By @blackrack (For use of the unique sunflares that scale properly!)
DOWNLOAD FROM SPACEDOCK
Seanth's Github Releases
Special credit to @Red Iron Crown for fixing the width issue that has befuddled me for weeks
Planned features (Not all will appear in future releases):
License: GPL v2
Source: Available in the game Zip

Hello everyone,
We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward.
Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months!
This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward!
Happy launchings!
-The KSP Development Team

So i am working on a mod that adds HTP engines (High-test-peroxide) to the game.Some are absolutely tiny! I mean they are smaller than the ion drive! Much smaller(smallest making a tremendous 0.5 KN , that is already done) And i made one engine, full with configs, and a compressed air tank, because some of them will need pressurization because they are pressure fed, and the engines will eat the fuel, and some of the air in the tank.Some will not use the pressurization, because they will have a gas generator that decomposes HTP and pressurizes the tank with the gas. I have real life sounds, i will put them later here in sound cloud or something, and i plan to do RO configs (i already made RP configs). I plan to do like the BMP engine as an extra. Some of them will be bigger, and i plan to do a Falcon 9 amateur replica 1:10 scale sounding rocket. So , what do you think?
SHOULD I CONTINUE? WILL ANYONE DOWNLOAD THE MOD? Please tell me your opinion.
BMP 5 test fires:
BMP 2
MY FAVS(pure htp engines)

Hello everyone,
Over the past months, we’ve undertaken a huge endeavor to bring Kerbal Space Program towards its next leap forward. KSP is by now a mature game with tons of content and an immense modding community, which has devised all kinds of tools and creative additions to the game, so making something new and exciting for our players was a challenge that we faced head-on.
We wanted to do something that could enrich the Kerbal experience, offer value to players, bring exciting new content and allow more creativity - all while bringing countless more hours of enjoyment. And with the 1.2.2 release we had a game in an optimal state to tackle an idea that has been in discussion for a while.
We are thrilled and proud to announce Kerbal Space Program: Making History Expansion. This content filled expansion to the base game will include Mission Builder and History Pack.
Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community.
But that is not all, Kerbal Space Program: Making History Expansion will include loads of additional content to enjoy. This includes History Pack, which are pre-made missions for you to play immediately. You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind.
Keeping up with Kerbal Space Program tradition, Kerbal Space Program: Making History Expansion will be highly customizable and moddable.
Key Features:
Simple interface: Using an intuitive drag and drop node interface, you can easily create new and exciting new missions for yourself or others to enjoy. Creators can also add constraints such as time, fuel and parts limits; as well as unexpected mission events.
Recreating history: Included in Kerbal Space Program: Making History Expansion is the History Pack. Players will be able to experience the trials and tribulations of the early days of Space Exploration on missions inspired by real life historical events.
New parts: Aside from mission creations tools, Kerbal Space Program: Making History Expansion will have additional parts such as new fuel tanks, adapters, decouplers, fairings and command pods… inspired by both American and Soviet space programs!
Kerbal Personal Parachute: Your astronauts will now be safer in case of imminent disasters with all new personal parachutes. So next time Jeb is in trouble and all systems are failing, you can simply eject him and activate his parachute. Then, you just have to hope, there’s an atmosphere to slow him down...
Challenge other players: A new addition to Kerbal Space Program: Making History Expansion will be the concept of scoring. At the end of a mission you will get a numerical score to compare with your friends and the community.
Kerbal Space Program: Making History Expansion is still in development and will be released as a paid expansion. Pricing and availability details will be announced at a later date.
It seems as though our announcement two weeks ago was met with some disappointment, but we were just holding onto the good stuff. We can’t wait to see what the community is going to be able to create with this new creative tool within Kerbal Space Program, now more than ever with an enriched and diverse community of people from all around the world, who can now enjoy KSP in their own language!
Keep tuned to KSP Weekly to learn about the ongoing development and upcoming details.
Happy launchings!
-The KSP Development Team

Hello everyone!
Continuing the endeavor of bringing KSP to as many people as possible, we are proud and excited to announce the release of Kerbal Space Program 1.4: Away with Words MK-2!
The game has been fully localized in 4 additional languages: French, German, Italian and Portuguese-Brazilian. Texts, keyboard layouts, UI and textures were carefully localized to keep the essence of KSP in every language, so that even more players are able to enjoy the Kerbal experience in their native tongue.
But that is not all! Kerbal Space Program 1.4: Away with Words MK-2 includes a broad range of improvements and new content for everyone to enjoy! We have upgraded the game engine to Unity 2017.1.3p1 and with that comes various performance enhancements, and an upgrade to the Engine Particle System. Improvements to the UI and quality of life upgrades have also been packed into this update.
Here are some additional highlights:
Kerbal Personal Parachutes
Kerbals with level 3 and above experience now have fully steerable personal parachutes! A cool feature that will help to get your Kerbals out of tight situations or perform aerial acrobatics, it’s all up to you!
Variant Switcher
A number of parts have model and texture variations that you can switch during vessel construction.
These variants can also be grouped in themes to apply across a whole vessel at once!
Prioritized Vessel Naming
With this new naming method, you can now attach naming information to command modules and vessel names will be updated based on the parts in each vessel. Now you can prename your CSM or burnback booster!
VAB - SPH editor switching
Switch between the VAB and SPH at will with this new feature!
New Parts!
3 brand new parts and replacements for a dozen existing parts, including the Mk 1-3 Pod!
To learn more you can read the full Changelog here:
=================================== v1.4.0 ============================================================
+++ Improvements
* Upgrade to Unity 2017.1.3p1
* Switch directly between VAB and SPH
* EVA Chute - Kerbals of Level 3 and above have a personal steerable chute
* Advanced Mode added to Messages App - Toggled via Settings menu.
* Added Launchsites to the Map View and Filter
* Engine Sounds updated
* Particle Engine Upgraded to Shuriken.
* VesselNaming - new method to attach naming information to command modules so you can prename portions of a vessel
+++ Localization
* Four new languages: French, German, Italian and Portuguese-Brazilian
* Added support for Portuguese keyboard layout
* List of bugfixes
Facility names are now displayed localized in unable to launch dialogs.
Resource names now display localized in screen messages and apps.
Debug and settings menus are now fully localized.
Localized pop-up warning when transmitting experiment data from parts that become inoperable if data is transmitted.
Fixed unlocalized grammar connectors (and, or, of, etc) coming up unlocalized in Contract descriptions.
Textbox size adjusted in various UI elements to account for localized text.
Fixed long vessel names bleeding through the UI in KSC vessel marker dialog.
Overall revision of display names for parts.
Overall revision and improvement of autolocs and grammar rules.
* List of KSPedia Fixes and Improvements
Corrected a wrong key binding that was displayed in the EVA controls section.
Localized key binding UI.
Localized example images for most pages.
Properly set symbols that were showing up as HTML encoding.
Overall grammar and syntax check.
* Lingoona upgraded to v1.5.6
* TextMeshPro Updated
* Localized Debug Screen
* Fix localization of KSC vessel markers
* Fix Localization of Facility names and strings
* Fix localization on sub assembly UI.
* Fix localization on category filters.
+++ Parts
New parts:
* Round radial fuel tank (R-11 'Baguette' External Tank)
* Cylindrical radial fuel tank (R-4 'Dumpling' External Tank)
* TS-37 Stack Separator
Updated Parts (changed part files):
* 2.5m RCS Tank Reskin
* Fairings’ texture
Replaced Parts - old parts hidden but still included for continuity of saves. They will be deprecated at a later date
* TR-2V Stack Decoupler → TD-06 Decoupler
* TR-18A Stack Decoupler → TD-12 Decoupler
* Rockomax brand decoupler → TD-25 Decoupler
* TR-38-D → TD-37 Decoupler
* TR-2C Stack Separator → TS-06 Stack Separator
* TR-18D Stack Separator → TS-12 Stack Separator
* TR-XL Stack Separator → TS-25 Stack Separator
* ROUND-8 Toroidal Fuel Tank → R-12 'Doughnut' External Tank
* Rockomax X200-8 Fuel Tank → same name
* Rockomax X200-16 Fuel Tank → same name
* Rockomax X200-32 Fuel Tank → same name
* Rockomax Jumbo-64 Fuel Tank → same name
* Mk 1-2 Pod → Mk 1-3 Pod
Variants
* Parts can now have variations like textures and models
* The variants can be grouped in Themes
Other Part stuff
* Adjustments to Xenon and Monoprop capacities on stock tanks
* Parts and Vessels now have a PersistentID that lives with them for their entire life
* Add TechHidden attrib to AvailablePart so parts can be hidden from R&D
+++ Bugfixes
* Fix alignment of external scenery in VAB/SPH scenes.
* Fix runway not appearing outside the SPH doors when inside the SPH.
* Fix a bug in Warp to Next Morning
* Add guard clauses to detect invalid flightstate on vessel launch returning to the editor.
* Fix applicant hiring costs appearing in games that don’t have funding enabled.
* Improve vessel Jumping/positioning coming off rails.
* Fix asteroid seed causing them to change shape.
+++ Mods
* Make dragpanel edge offset configurable
* GameEvents added: onKerbalAddComplete, onKerbalNameChanged, onKerbalTypeChanged, onKerbalStatusChanged, onVesselPersistentIdChanged, onPartPersistentIdChanged, OnGameSettingsWritten, OnScenerySettingChanged, OnExpansionSystemLoaded, onPartUndockComplete, onPartCoupleComplete, onPartDeCouple, onPartDeCoupleComplete, onVesselDocking, onDockingComplete, onPartVesselNamingChanged, afterFlagPlanted, OnPQSCityOrientated, onEditorVesselNamingChanged, onEditorVariantApplied, onVesselRecoveryProcessingComplete.
* DictionaryValuesList updated to expose the list as well as the dictionary
We are excited for the 1.4 release and look forward to the launch of the Making History Expansion next week. For our mod creators, please note an additional update 1.4.1 will come alongside that release and will need to be integrated as well. The modding community is very important to the Kerbal Space Program team, and we continue to encourage and enable mods for KSP moving forward.
Kerbal Space Program 1.4: Away with Words MK-II is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.
Click here to enter the Grand Discussion Thread for this release.
Happy launchings!

If you have glitches,[modded/unmodded gameplay] I would love to see them.
So post yours Images/Gifs/videos her.
And if you how a method to recreate/prevent them please include it as well.
And why did it happen as well i am a nerd.

I've crashed my game every single time i've gone into fullscreen mode on Kerbal Space Program 1.3. I'm trying to figure out if it's a problem with my computer or the game and if there is an easy solution

Hello,
I recently had to reinstall all my mods because I hadn't played since before 1.3's release. I didn't have much trouble updating all the relevant mods and getting them reinstalled and my game now opens and works correctly. However, the only issue I have is that when I tried to load up one of the specific ships I made earlier, it fails and says that it can't be loaded because it requires a missing component 'scienceModuleAdvanced'.
Does anyone know what mod this component might be from as I may have missed one of my mods while reinstalling or something.
Thanks
Image of error

Hello there,
I've recently started modding KSP again, and I wanted to try out BDArmory and its addon mod North Kerbin Dynamics.
As you can probably tell from the thread title, I've been having an issue. I've managed to install BDArmory, PhysicsRangeExtender and North Kerbin Dynamics in the most recent version of KSP. The items were all in working order, as far as I could tell, but I was missing a very important one: the Weapon Manager. I've re-installed the mods countless times, but the problem keeps reoccurring. I have either been downloading outdated versions of the mods, or I am doing something wrong with the installation order.
If any of you could provide help, it'd be nice.

Hello everyone!
We're happy to announce the launch of the Public Pre-release of Update 1.3.1.
This ‘pre-release’ test build is for everyone to have a go before we officially release the update, and you’ll be able to opt-in to get the Pre-release builds via the Steam betas and through the KSP Store for those who bought the game there. Naturally, you’ll need to own a copy of the game beforehand in order to access these builds. This opt-in branch will run for a minimum of two full weeks before the release date of the final update (the final release date hasn’t been closed, so changes may occur).
Here's a link to the changelog for further details.
To facilitate discussions of the Pre-release branch we’ll be opening up a temporary sub-forum for feedback. Additionally, a Pre-release project has been made available on the bug tracker to report bugs on.
Remember that reporting a problem on the forum does not count as a bug report, unfortunately. We rely on a particular format and certain information that allows us to get to the problem as quickly as possible. So if you choose to help out, please read the wiki on the bug tracker where a guide to reporting bugs can be found. Attached logs are most important, and instructions detailing where these can be found on your platform are also in our wiki.
Thank you and happy launchings!

When I have landed my ssto or any other craft I cant recover it or go to the space center and I am forced to kill ksp_x64 and restart the game. And my console keep saying this: http://prntscr.com/ga9ujz PLZ HELP

Hello, I am having issues with some mods that shouldn't conflict with each other and yet some mods are not working properly. I have tried countless times to assemble a certain number of mods together and in one case it did work but ksp updated and now it's not working again. I understand that reproducing some mod content requires special permission from the mod creator, and I cant ask for a download, possibly an email would not violate their terms. I have the mod list below. If anyone can help thanks, BTW I just want a single gamedata folder.
B9 Aerospace
Community Category Kit
Community Resource Pack
Extraplanetary Launchpads
Firespitter
Interstellar Fuel Switch
JSI
KAS
Kerbal Joint Reinforcement
KerbetrotterLtd
KIS
KWRocketry
Magic Smoke Industries (Infernal Robotics)
Mechjeb2 Embedded
Near Future Electrical
Near Future Propulsion
Near Future Solar
Near Future Spacecraft
OPT
Planetary Base Inc
Planet Shine
RCS Build Aid
SCANsat
Module Manager
ASET

Hello everyone,
The public pre-release of the localization pack is here!
It has been a massive undertaking to localize Kerbal Space Program in four more languages: Japanese, Simplified Chinese, Russian and Spanish.
Around 4,000,000 lines of code carefully revised to catalogue all the aspects that needed to be localized and addressed.
More than 82,000 words translated. 456 images created for textures and UI.
684 slides prepared for the KSPedia.
For the past few months more than 20 dedicated volunteers threw everything they’ve got at the game in order to help us catch any error and to ensure that the KSP humor and technical accuracy was kept intact. They did an incredible job and we can’t express enough gratitude for their help, but now we need more eyes to help us polish the final details of the localization effort to ensure a high quality experience to all KSP players around the world.
This test build is open for everyone before we officially release the update (1.3). You’ll be able to opt-in via the Steam betas and through the KSP Store. Naturally, you’ll need to own a copy of the game beforehand in order to access these builds.
A Pre-release project has been made available on the bug tracker to report errors and/or unlocalized texts. Additionally, to facilitate discussions of the Pre-release branch we’ll be opening up a temporary sub-forum for feedback, but while talking about and exploring bugs on the forum is welcomed, we highly encourage you to use the bug tracker to ensure the team gets all your feedback. For more details of what and how to report, click here.
If you need help to get the pre-release builds on your language, check these download tutorials to start playing (the KSP Store tutorial will be made available tomorrow, March 17th).
Steam video tutorials:
English
Español
русский
日本の
中国
But that is not all, throughout the pre-release phase, two “additions” will be inserted to the builds:
Ambient Light Adjustment: A Boost value to the ambient light setting that can brighten the render engine settings to bring light into the darkness.
Asteroid Redirect Mod: The official mod will finally be merged to the base game to add that extra facet to contract gameplay without needing an extra download - including the SENTINEL Infrared Telescope.
For more details and the full changelog, check out the Pre-release Chagelog.
Got any additional questions?
Don’t forget to read our FAQ, now in five languages!
English
Español
русский
日本の
中国
We’re almost there and we couldn’t be more excited.
Happy launchings!

Yo, lads! I'm Maland, a new dude on these here forums, but CERTAINLY not new to KSP! I've been playing KSP for quite some time.
(Why I'm just joining the forums now is beyond me.)
...Anyways, I just wanted to share this video here, my 50 sub special! I made a rocket, and flew it to the Mun. And, I didn't die! (It did take a few takes, though.) Hope you enjoyed, and I'll see y'all around.
Glad to be here.